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bentraje

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Everything posted by bentraje

  1. Hi, Somewhat a rant, but wondering if anyone is having the same problem. I really find it cumbersome when I ask the support of certain feature or a problem and they say it isn't available. Better make a request for it. Why can't they forward the message to the request/support team? Like any other good support system. I have to create another "ticket" just for the request, which takes some time since I have to retype my credentials because it is not saved on the site. See reference here https://www.c4dcafe.com/ipb/forums/topic/107382-merging-support-and-mymaxon-site/ In
  2. I take it back. I just had a look at it. Indeed, there is a priority issue. Unfortunately, it would be an enormous task figuring how to fix the priority since its already a complicated rig. Fortunately, we have @BretBays here, who I believe worked on the creation Character Builder/Object, correct me if I'm wrong.
  3. I have worked with the Bendy Arm/Leg form the Built-in Character Builder. I haven't had any priority problems. Can you send a sample file for inspection?
  4. @Rectro Sorry for the late response. Was a away for holiday. @Wilsonator I worked with the regular Maya (i..e full version) and not with Maya LT or the Indie (correct me if I'm wrong but the Indie is limited only to specific countries. It's not available in mine). All I know about the difference is the Maya LT does not contain any advance features (i.e. no FX toolset, no C++/python plug-ins, no advanced deformers (i.e. delta mush) ) . Personally a deal breaker for me is the no C++/Python Plug-ins/Environment. You only have to use the built-in MEL. Anyhow, yes Maya has an edge fo
  5. RE: What kind of concatenation? Oh. It's because when I performed the op[paramid] beforehand, it gives me an error of AttributeError: Parameter value not accessible (object unknown in Python) So I was thinking of concatenating to op[c4d.ID_BASEOBJECT_REL_POSITION] from op + "[c4d." + bc[c4d.DESC_IDENT] + "]" to get the values. I'm not sure if I'm making any sense lol.
  6. @MighT Thanks for the response! Your code works as expected. The missing link I was looking for was the ".id" part. Yea, the BaseContainer/DescLevel/DescID etc is a bit confusing. I really hope there was a graphical presentation in the documentation. For instance, I took me a while to realize that base container can contain other base containers too. My main purpose is just to store and restore values. Thanks again and have a great day ahead. P.S. Based on your profile, I think you were previously an SDK specialist or something and moved to another job. Hope y
  7. Hi I can iterate the parameters and their ID using this code from the documentation: import c4d def main(): if op is None: return description = op.GetDescription(c4d.DESCFLAGS_DESC_NONE) # Get the description of the active object for bc, paramid, groupid in description: # Iterate over the parameters of the description print bc[c4d.DESC_NAME] # Print the current parameter name print bc[c4d.DESC_IDENT] # Resource identifier, e.g. ‘ID_BASEOBJECT_REL_POSITION’. i
  8. @FLima RE: bendy bones Indeed, this option is convenient. However, with this high level option, it comes with a price. You can't customize it per se. You are stuck with the provided options, which might be what you want. Problem comes in when you merge your custom tools with the built-in high level tools. It is either you will confirm your custom tools to the existing one or create an entirely new bendy bone system. Anyway, to be a technical artist, you need to learn both. RE: I feel that the weight paint and bone Hmm. Personally, I still prefer C4D. Correct me if I'm wr
  9. @FLima I have rigged some Blender models in the past month since client is a Blender user. All I can say is Blender should remove the "modes" on rigging/animating. It's annoying. I have a rant on it on the Blender forum, so I made my peace. Other than that and mograph, Blender is pretty capable. Animation playback in Blender is relatively fast because it uses only one animation data for the whole rig/armature. So it will only load one data for the whole rig rather than several data for the whole rig. That said, it has its own separate API, so it becomes cumbersome not to the end
  10. @FLima RE: and not being able to animate 3 characters simultaneously withouh having to enter in their own pose mode. Have you tried disabling the Edit>Lock Object Modes?
  11. By the word "weight", I assume you meant joints. The answer is no. Splines in C4D can't be weighted by joints unlike in Maya. Buy if you are after "spline rigidity", sure you can. Increase the Stifness AND the steps and iteration in the advance tab (very important)
  12. Well, I didn't buy XP for the RBD simulation too and perhaps majority of the people. The problem is XP doesn't necessarily interact with the C4D RBD system. So for some scenes, you need to use the XP RBD system rather than the native RBD system.
  13. Realfow is mainly for water simulations but can also do rigid/soft body simulation. At least for the main Realflow software. The main flaw of XP's rigid body system is its particle based. It's ridiculously slow. Having a bullet system or any tried and proven system should be more viable. Look at the forum. It's littered with questions with rigid body problems. It works with "non" conventional applications which is the forte of mograph but other than, its a pain.
  14. I used to get crashes on the beta release, but not so much on the stable release. The thing is the plug-in (not limited to xParticles) will always crash when there's too much memory. And as you sim crazy scenes, there will be too much memory to handle. That's just a limitation. Same goes for realflow. Although maybe not so much for TFD because it uses GPU? Not quite sure about that. Anyhow, I have the same sentiment with their forum. There's little to no intersection. It's as if an afterthought. The discord is active but it cannot be referenced. What happens if you want to go back to a p
  15. Thanks. Good to hear the XP maintenance is included
  16. RE: Joints and controllers are done so I wanted to use a pose morph tag to make different face expression poses. You can do that with posemorph tag but its a bit clunky as the poses stacks up. Try using the Nitropose Plugin
  17. Hi, Just had a problem of this today. You can retrieve the any particle data using the "GetParticleData" Expresso Node. You just need an Emitter input with the corresponding ID and output your intended data (i.e. particle position)
  18. RE: I want to set up passes where a specified objects primary rays are ommited from a render, but it still provides secondary rays to what is being rendered. Not sure if I understand. My assumption is that the "primary rays" mean camera rays and "secondary rays" are GI, AO, Reflection etc. In that case, just add a "Compositing Tag" and untick "Seen by Camera". If you are using a third party rendering plug-in, that will require other steps.
  19. I think the demonetization is temporary. Hopefully, it gets better in the coming months.
  20. Have you tried the Preferences>Interface>Insert/Paste New Object At parameters?
  21. @jed RE: "In programming you often need to loop output back to input. This is not allowed in XPresso, but can be done with user data." This was main problem in the previous project. I can't really do a: objA = Variable + objA because it has a weird behavior on a python tag or xpresso node. (i.e. cyclic performance since the python tag/xpresso node gets evaluated every draw) That monoflop node is really an eye opener to me.
  22. @jed Thanks for the file. Works as expected. The "writing to user data and reading it back" was certainly new to me. Thanks for pointing it out with the use of monoflop. Have a great day ahead!
  23. @Rectro Thanks for the suggestion. So, the performance on the 6M poly count on Cube (Sculpting SubD) vs Cube (Generator Subd) with the backface culling is negligible. Actually, the Cube (Generator Subd) is much worse since everytime I hit undo, it caches, which I am not sure why.
  24. Hi, On a Cube with 6 Million poly count, I am running on roughly 20 FPS. I was thinking by enabling backface culling would help be increase the performance. But it has little to no effect. Am I a missing a something?
  25. In R20+, if you go to the sculpt layout, there is a "Volume Mesh" command. This creates a new geometry from the existing object but redistributes the polygons equally. Well, at least more or less. It's not on quads though, but should be good enough for prototyping.
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